Disclaimer: I own none of these assets. The cards were all created with Strange Eons and the graphics were all from Google searches.
Welcome to version 1.1 ladies and gentlemen. Expanded the roster of ships and upgrades, refined some language and points and added missions!
For those new to the party, this a variant that uses most of the core X-Wing rules with different ship and upgrade cards for modern combat.
-All Missile and Bomb upgrades receive an ordinance token at setup. When you are instructed to discard one of these upgrades you can instead discard an ordinance token on that card. Missiles can only be used to attack ships. Bombs can only be used to attack ground targets.
-Remove the section saying you can't set red maneuvers while stressed and instead add this: After preforming a red maneuver and checking pilot stress, if you have more than 1 stress token, the ship receives a Stall token. A ship with a Stall token is considered Stalled and cannot perform actions. A ship with a stall token does not set a dial. Instead, when it is that ships turn to activate during the Activation phase, it performs a white straight 1 maneuver that cannot be modified. After the ship performs this maneuver it rolls an attack die. On a hit or crit result, the stall token is removed.
-Anything classified as a Ground Target has the following rules. They are not ships and therefore do not set dials, perform maneuvers or activate in the activation phase and do not count for any ability that mentions ships. Instead of being dealt damage cards, they are assigned a damage token for every hit and crit result and if it ever has a number of damage tokens equal to its hull value, it is destroyed. they cannot perform actions unless otherwise stated and cannot have any tokens on them other than target locks. They have no firing arcs and can always attack targets outside of their firing arcs. They will only attack as specified in their rules and at no other times. They never roll defense dice and their attack dice can never be modified. A Ground Target cannot be attacked at Range 3 or greater unless the attacker has a target lock on the ground target. If a ship collides with a ground target, it is treated the same as colliding with a ship, but it does not skip its perform action step. A ship cannot attack a ground target its base is touching, but ground targets can attack ships their base is touching. A ship cannot boost or barrel roll in such a way that their base would overlap a ground target.
-Replace normal obstacles for X-Wing with the following 2 types.:
-->Clouds: If a ship's final position or maneuver template overlaps a cloud, they receive a stress token. A ship cannot attack another ship obstructed by a cloud unless it has a target lock on the defender. If s ship's final position would cause it to overlap BOTH a ship and a cloud, after determining the ship's final position, roll an attack die and apply all hit and crit results to both ships.
-->Mountain Top: If a ship's final position or maneuver template overlaps a mountain top, it rolls 2 attack dice after executing the maneuver and suffers all hit and crit results. If a ship's final position or maneuver template overlaps a mountain top, it skips the perform action step. A ship that is overlapping a mountain top cannot perform attacks.
Missions:
After determining who has initiative, but before setting up obstacles, roll an attack die to determine which mission is being played.
Hit Result: Combat Air Patrol
Each player receives 2 Heavy Flak Position ground targets (small bases).
Heavy Flak Position: Attack 3, Hull 10, Agility -, Shields -. At the end of the combat phase, a Heavy Flak Position attacks the closest enemy ship within Range 1-3 (starting with those controlled by the player who has initiative)
After setting up obstacles, but before setting up ships, the players alternate setting up their Heavy Flak Positions. Heavy Flak Positions cannot be set up within Range 1 of a table edge or Range 1-2 of another Heavy Flak Position (friendly or enemy). Destroying a Heavy Flak Position is worth 30 squad points.
Blank Result: Close Air Support
Each Player receives 3 Ground Troop ground targets (small bases).
Ground Troop: Attack 2, Hull 5, Agility-, Shields-. At the start of the planning phase, before players set dials. Each Ground Troop can perform a Boost or Barrel Roll (and can boost using their rear guides instead of front if desired), starting with those belonging to the player who has initiative. This boost or barrel roll follows normal restrictions for these actions (cannot overlap ships or obstacles) and cannot overlap other ground units. This boost or barrel roll cannot take the ground target within Range 1 of a table edge. At the end of the Combat phase, Ground Troops will attack the closest enemy target at range 1 (including ground targets), starting with those controlled by the player with initiative. Ground Troops cannot have target lock tokens (red or blue), but ships may treat any bomb secondary weapon as having the Attack: Focus header instead of the Attack: Target Lock header when attacking Ground Troops.
After setting up obstacles, but before setting up ships, the players alternate setting up their Ground Troops. Ground Troops cannot be set up within Range 1 of a table edge or Range 1 of a friendly Ground Troop (but can be set up within range 1 of enemy Ground Troops). Destroying a Ground Troop is worth 20 squad points.
Eye Result: Reconnaissance
Before setting up obstacles, each player assigns a Recon Rig modification card to 1 of their ships.
After setting up obstacles, place 1 Intel counter on each obstacle. If a ship with the Recon Rig modification is destroyed, leave its base in its current position. Place all Intel tokens that were on its Recon Rig card on the base. For the remainder of the game the base is treated as an obstacle with no effects other than to obstruct attacks. At the end of the game, each Intel token on a Recon Rig card adds 15 to the squad's points scored.
Crit Result: Scramble!
The player with initiative chooses a player to be the defender. The other player is the attacker. The defender receives 2 SAM Sites and one Command Bunker (all small bases).
Command Bunker: Attack-, Hull-20, Agility-, Shields-
SAM Site: Attack 3, Hull-5, Agility-, Shields-. At the end of the combat phase, the defender can have each SAM Site attack a ship of his choice at Range 1-3
After setting up obstacles, the defender sets up his Command Bunker anywhere on the table that is not within Range 1 of a table edge. SAM Sites can be set up anywhere on the table. At the end of the mission, if the Command Bunker is Destroyed, the attacker receives 50 squad points. If the Command Bunker is not destroyed, the defender receives 50 squad points. For each SAM site destroyed, the attacker gains 5 Squad points and for each one not destroyed, the defender gains 5 squad points.
All missions will end automatically on turn 10, at which time squad points are calculated normally, but with any bonus points added from the mission. If at any point all enemy ships are destroyed, the game ends immediately. In this case, the player who has ships on the table will receive 100 squad points + any points from mission objectives while his opponent will get points for ships destroyed + points for mission objectives.
NATO
F-14's (T-70 dial)
F-18's (Z-95 dial)
F-15's (Firespray dial)
A-10 (B-Wing Dial)
F-22 (TIE Silencer Dial)
Warsaw Pact
MiG-25's (Tie Defender Dial with a red k turn)
MiG 27 (T-65 Dial)
MiG 29's (Tie Advanced dial)
Su-25 (G-1A dial)
Su-35 (Lancer dial)
Upgrades:
Missiles
Bombs
System and Tech
Crew
EPTs
titles
Mods
Edited by MasterShake2